[Nexus] Techno-organic Gear

Aussiegamer

First Post
love to hear your thoughts on this...

TECHNO-ORGANIC

GADGET
Techno-Organic (PL 7)
Though the technology of some worlds is based on electronics and mechanics, some other cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

This gadget can be applied to any item such as armour, weapons or computers, but not to cybernetics.

Items with the techno-organic makeup gadget are composed of living tissue or a biological/mechanical hybrid material.

Unlike normal items, the item with this gadget regenerates itself at a rate of 1HP per hour when damaged.

Additionally, armour with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.

All the armours DR is fully exchanged to HP, at the rate of 5hp per 1DR.

All other items have the equivalent HP that the item would normally have adding any DR they also would have on.

Vehicles and Space craft can be converted to fully Techno-organic. The HP used as the living HP that the Techno-organic uses. Eg a space craft with 2000hp of structural size now has 2000hp of Techno-organic size. The superstructure DR also adds on to the hp of the vehicle, but the armour does not as that would be treated as techno-organic armour not as a part of the vehicle, as it does for armour on a creature.

Vehicles and Space craft regenerate at 10hp per hour and 100hp per hour respectively.

The HP of the item must be removed before any damage can occur to the wearer.

The item never dies unless “killed” by a bio-virus or fire or acid. Any damage done by this style of attack is permanent until healed by normal character based recovery. Fire and acid damage requires normal healing time and can be increased if the repair facility/ space dock if fitted out for techno-organic vehicle as it contains a hospital as well.

It also may have cybernetic implants installed, see below.

It requires a power to allow the item to function, as muscles and nerves require electrical impulses to work correctly.
Non-vehicles use power cells and vehicles use generators or engines.
Techno-organic items don’t require power cells, as such a techno-organic weapon uses it internal power supply and re generates the charges back at 5 per hour.
Restrictions: None.
Purchase DC Modifier: +4 weapons, armour, vehicles. +3 for equipment.

TECHNO-ORGANIC GADGETS
IMPROVED ORGANIC STRUCTURE (PL 7)
This adds 10hp to the HP total of the armour.
Purchase DC Modifier: +4.
IMPROVED ORGANIC RESISTANCE (PL 7)
This adds +4 to all poison or disease or radiation save of the armour.
Purchase DC Modifier: +3
IMPROVED ORGANIC SKELETON (PL 7)
This adds +1 AC and +1 DR to the armour.
Purchase DC Modifier: +4
CYBER ENHANCEMENT (PL 7)
This allows the armour to take one more cybernetic implant above it’s maximum.
Purchase DC Modifier: +3
IMPROVED FIT (PL 7)
This reduces the AC penalty of the armour by 2, or adds +1 to hit for the weapon (once only).
Purchase DC Modifier: +2 (armour), +4 (weapon)
IMPROVED ORGANIC REGENERATION (PL 8)
This gadget improves the regeneration capability by +1HP per hour.
Purchase DC Modifier: +4.
IMPROVED POWER REGENERATION (PL 8)
This gadget improves the regeneration capability by +5 shots per hour.
Purchase DC Modifier: +4.
NANITES REPAIRERS (PL 7)
This is a cybernetic implant for the Techno-organic items and counts against its maximum allowable implants.
The gadget repairs the item at the rate of 5HP/ 50hp for vehicles/ 500hp for ships per round for a maximum of 5 rounds per day. It is a MEA to active or deactivate.
Purchase DC Modifier: +4.

CRAFT AND REPAIR

To craft the item as Techno-organic it is as the item is normally, but with an increase of +8 to the DC. The crafter gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.

To repair the item as Techno-organic it is the same roll as normal, but with an increase of +8 to the DC. The repairer gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.

TECHNO ORGANIC CYBERNETIC IMPLANTS

Maximum

Equipment #
Tiny 1
Small 1
Medium 1
Large 2
Huge 2
Vehicles #
Large 2
Huge 2
Gargantuan 3
Colossal 3
MC 3
LC 4
GC 4
CC 4
Massive1 to 4 5
Space craft #
UL/L/LM/M 5
H 6
SH 7
Behemoth 9
 
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I'm guessing this version of the Techno-Organic Makeup gadget applies only to armor? I don't see any consideration for weapons or equipment here. This certainly isn't how I envisioned techno-organics, but "to each their own" I suppose.
 

IMPROVED POWER REGENERATION (PL 8)
This gadget improves the regeneration capability by +5 shots per hour.
Purchase DC Modifier: +4.

this bit is for the weapons.

If you read it you will see that it is a full conversion of any vehicle and space craft as well.

You just take the DR and hp that a weapon would natural have and adjust to make a new techno-organic weapon or sensor or such.

How did you envision it then?
 

Aussiegamer said:
How did you envision it then?
Sorry, but that's for another time and another product. I don't want to give all my good ideas away for free.

Maybe one day, you'll see some of it in MODERNIZED...
 

well thanks for just coming on and bagging out my ideas. :( and not commenting in a constructive manner, for either good or bad.

I am sad to see that some just use this site for getting ideas for sale to others and not a free exchange of ideas for all.

Any way, has any one got a real comment?
 

I hate to break it to you, Aussiegamer, but Modernized is a free publication, and as far as I can tell, Roudi puts a lot of work into it. If that's not "free exchange of ideas", I'm not sure what is.
(and no, I'm not associated with Modernized in any way, shape or form)

Now, back on topic. You mention that Biological Armours can have Cybernetics in them, but you haven't explained how this works. Can you just get normal Cyberware inplanted in your armour, and it works as if you had it was implanted in your body? What's the normal maximum number of implants per armor?

Also, if your reply to Roudi, you mentioned the DR that the weapon has. Did you mean Hardness, or am I missing something?
 
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If it is then I am sorry for saying it was not.

Sorry Roudi. :(

I am just a bit tired of reading

Go here for my new stuff

and then find out it costs money to even read it!

they don't tend to even give a vague outline of what it is and why it is good.(insert angry face)


(Back on subject)
A cybernetic implant can be attached to the techno-organic equipment. The number is set by the size and upgrades for it. The GM has to make a call about what suits what, but a techno-organic scope might be allowed to have cybernetic eye implants etc.

Medium sized person would be wearing a medium sized armour, thus 1 implant. Interestingly a rifle would be considered a large as it is 2 handed and thus can have 2 implants.

Implants to equipment has nothing to do with the cybernetics of a wearer, and thus does not count against them.

After all Techo-organic is partialy organic inmake up.

My system does not use hardness. I put [Nexus] in the title, as it is about my system, it is replaced by DR.

You should down load the 2M of stuff I have done sometime ;)
 

I've read some of your stuff, and I can see you've put alot of work into it. Though I do not "agree" with all you have, it is a comprehensive system, which picking and choosing which elements to keep is quite easy.

Now, on that there rifle, weapon sizes do not, I repeat not, equate to creature sizes. Weapon siazes are derived from creature sizes. A "large" weapon is pretty much anything over 30" OAL and weighs 6lbs+, that is nowhere close to the 72" 185 lb average of a medium creature.

I envision tech-organic as being a "subset" of cybernetics. One could have a weapon "grafted" into one's arm or hand. And it's power source would be derived from the host's body. Likewise armour which was "woven" into the skin or grafted onto the body would be another example. I think the cybernetic rules work better for the tech-organic than making them gadgets, though one could still make the Organic gadget for cybernetics. Or even tech-organic gadgets to modify cybernetics. Just my lil ol opinion though.
 

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